‘WARGAMES’ M*
The Ultimate
Gaming Fiiy/ J|
The World IX
Series of Videq^l *
Baseball k §Li
THE SUMMER ^
GAME GOES V
ELECTRONIC! \
tmsm
You thinks You try bein chased around by
it’s all fun and that fat swab Brutusk, without
j ® games bein the a chance to catch yer b reath,
woild’smost
„ - famousk sailor?
Then, I suggests
hearts. Or else, you tries it yerself.
You try makin points
with Ohve Oyl, that fickle,
damanding, stringbean of a
dame. Likes you got nothin
better to do than runnin . ,, ,,
around tryin to catchher And 111 tells ya,tiiat big blubber
hearts ^fcand notes. hafiaint as dumb ashelooks.^^
> os yo gets yer spinach, they oil runs owl
hearts a nd notes.
You try doin all that whilst
yer gettin pelted with beer
bottles by that discustipatin
Sea Hag.
She ain’t no /,
lady, that’s
fer sure. •
And you try fightin off the
vultures whilst Olive screams
forH-E-LP.
And you try to keep from
gettin yerself killed by them
bouncin skulls. I doesn’t
know where they comes from,
but I doesn’t like ’em one bit.
Andwoist
°fah.whilst
\ y° ure doing
YA CAN’T BE WIMPY
IF YA WANTS TA
PLAYPOPEYE.
Olive drops notes whilst
you runs around tryln
to moke points.
. 0 ,
^ they keeps movin the
spinach around so’s you can
never find it when you needs
it. Blow me down, it ain’t
hardly fair.
I’ll tell ya, ya gotsta be some
Mnda sailor to play Popeye.®
You gotsta be fast. And ya
gotsta thrive underpressure.
Cuz, me home video
is just like the hit <
game by Nintendo...
With three screens of
non-stop action and in- Just one piece of advice,
credulous graphics. I doesn’t suggest ya tries it
So’s if it’s a challenge yer if ya eats yer spinach in a
lookin for, and ya thinks quiche,
ya gots what it takes, why be
messin around with them
MR4RKER
BROTHERS
J
ejEg tra gfig
FEATURES
THE MINER
2049er' STORY
GAME GOES
SWITCH ON!.6 what's an Apple I, doing in a family
HOTLINE.10 rSCfeSw- M n
READERS REPLAY.22 HOME |»/|
STRATEGY SESSION.38 ARCADING Ip#
PROGRAMMABLE STEPS OUT U I
PARADE.54
ARCADE AMERICA.66
COMPUTER GAMING.72 nR MGM /UAWAGES
'WARGAMES'
THE PLAYERS
GUIDE TO
THE SUMMER
COIN-OPS
COMPUTING
ON THE OLD
CAMPG-
WOW!
SUPER!
NEAT!
AWESOME!
DECENT!
the way. All compatible
systems. Unique
challenges and strategies
that defy boredom.
Avalon Hill Video Games.
Worth the wait.
Worth getting excited about.
At finer video, toy & hobby stores everywhere!
imp
The AVALON HILL Video Game Company
4517 HARFORD ROAD, BALTIMORE, MARYLAND 21214 (301) 254-5300
WITH SPECTRAVIDEO'S
COMPUMATE
AND YOUR ATARI VCS™, YOU CAN...
to challenge
almost anyone.”
That's right. And that’s not all.
Electronic Games calls the Kid
"Hypnotic, appealing, fast-moving
arcade action of the highest
calibre, ...one of the most com¬
pulsive, utterly addictive contests
in the world of computer
gaming.”
We couldn't agree more.
What will the critics say about
Juice!? Will they like its colorful
graphics, superior sound effects,
charming characters and chal¬
lenging play patterns?
Why wait around to find out?
TO BEAT OUR NEW HOME VIDEO GAME,
YOU’VE GOT TO MOVE YOUR BUNS.
If you've been waiting for the home version of one of America's hottest
arcade games, your order is ready Introducing BurgerTime™* from Mattel
Electronics. For your Intellivision,® Atari®2600,
I Apple®ll,**Aquarius™**or IBM® Personal Computer
Your job is to climb up the ladders and
I assemble an order of giant hamburgers. But
I you've got to do it fast because you're being
I chased by killer hot dogs, sour pickles and a very
nasty fried egg.
Good thing you've got your pepper shaker
One shake and they're stunned.
But just make sure you don't run out of pepper Because you know what
happens then.
You stop making lunch. And
you start becoming it.
on. © Mattel Electronics. Inc.
FROM MATTEL ELECTRQIHK®
HANG ON TO YOUR ATARI VCS.
THE FIRST VIDEO GAMES TO TRIPLE
ITS POWER ARE ON THE WAY.
CBS INTRODUCES
RAM PLUS.
Just like that, you're streaking
across the sky at Mach 3 or running
through a maze with 20 foot walls.
What gives? Our new RAM PLUS™
power chip. It gives RAM PLUS games
like WINGS™ and TUNNEL RUNNER”
(coming this summer) a memory 3
times as powerful as ordinary games.
That means our "3-D" graphics
rival any system around. You get the
realistic action, extra detail, added game
screens and arcade-quality sound you
You're in the cockpit as WINGS
matches your flying skills against an all¬
cruise missile attack. Check air
sd, altitude, radar compass and fuej((l
then blast away with cannons, lasers
and Sidewinder missiles. The free BOOSTER-GRIP” increases your firepower with
buttons! In TUNNEL RUNNER, you don’t look down on the maze,
monsters close in on you. So check the map, plot your strategy
and find the exit fast. Your reward? A new and
tougher maze.
So if you never thought an Atari VCS game
could send you flying and running for your life,
hang on tight. Our first 2 RAM PLUS games
are on the way
?P'e<
Which player is about
to score with flying colors?
Better learn fast. Here comes Galaxiair from Atari.
Pilot to co-pilot. Galaxian invaders are
approaching your home. And they’re only
from Atari for use with the ATARI® 2600',''
Sears Video Arcadet systems, and the
ATARI 5200'" SuperSystem.
These Galaxians look, sound, and act no
different than the Galaxians you’ve battled
in the arcade. They swoop, dodge, and fire
with equal cunning. So you have to know
Like the player on the left. He’s
hit a flying yellow Flagship for 150 points.
But his opponent, on the right, r “ -
will score only 30 points for hit- I
ting the stationary blue *
Drone. Ttough luck, rookie
If you want to know even
more about which Galaxians ATA QI
' it, hit the stores for nlnl\J
) ior 150 points.
A
THE NATIONAL VANITY BOARD
i“ he: mr nr
ESST"* KT'^ 1
sssaaSi rrsr s:s
Su. EsE*,,« asS," SS&s.
ST... Em™ slaSU SSs.
BIST sr i|r |§r
he n:; hst“
SI'
g£
g£T
Mostly sunny, highs in the upper 9000’s.
Solar Storm" warnings
are in effect.
The sun has exploded
and the forecast is doom
and destruction for your
planet unless you stop the
solar fallout and the inva¬
sion of alien Deltoids.
Bnnarrff. Kgonk. Brrullll.
Drat, your defendership
has been useless against
I the solar flak and alien
V laserbolts.
Sizzle, krackle, ktczzzz..
Now the heat's on. Your planet's heat shield
glows redder and redder with each Deltoid you
Kponk. Kchungggg. Kblammm.
If you can't get to the orbital platform to
battle with the Deltoid armada and secure
more defenderships, say goodbye planet.
The Deltoid fireworks will be too much for the
defense shields, and the planet will explode into
another solar super nova.
If all this sounds like fun in the sun to you,
you're right.
That is, of course, unless you're just a fair
player.
Then expect a few laser showers followed
by a severe warming trend.
Shoot up a storm and win a free T-shirt.
Hit 5,000 points on Solar Storm and we'll send
you a "Solar Storm Survivor" T-shirt.
(See package for details.)
SolarStorm
For the Atari* 2600"
*rttmrcmL*
AFO^SQDREBOffiD
THE BEST SCORES FOR POPULAR VIDEOGAMES
You does on
* 2 *
wi, l s Sbysnw YCATS '
feggft-.
«R. BEN EFRAIM^ “PRIVATE SCHOOL"
PHOEBE CATES BETSY RUSSELL MATTHEW MODINE MICHAELZOREK RAY WALSTON
and SYLVIA KRISTEL as ttie Sex Teacher Written by DAN GREEN BURG a SUZAN NE O’MALLEY
,_ PnriucaibvR BEN EFRAIM, DON ENRIG HT * NOEL BLACK ,— 1
I Songs performed by STRAY CATS, RICK SPRINGFIELD, PHOEBE CATES and morel A U NI VERS AL^PI CTURE uviiiy
STARTS JULY 29TH AT A THEATRE NEAR YOU
FAVORITE GAME5
PSiiT iwMig
VECTOR GRAPHICS
COME HOME
In previous issues of your magazine,
I have read about Vector Graphics
(V.G.). I've also played many V.G.
games, such as: Tempest, Space Duel,
Omega Race, Star Trek, Space Fury,
Gravitar, and Battlezone. For some
reason, I've liked every one of them.
I would like to know if Atari, or any
other company, will ever come out
with an expandable unit for the Atari
VCS that allows the player to play V.G.
games.
Ed: No. As far as we know, technical
difficulties make it impossible to pro¬
duce vector graphics on any of the
major home systems because all are
designed to work with raster-scan
monitors.
Not to worry, though, because vec¬
tor graphics fans have a programma¬
ble home videogame system of their
very own — "Vectrex". This stand¬
alone features its own vector graphics
monitor and has a wide variety of
great V.G. cartridges like Web Wars
and Fortress of Narzod. The unit is
priced at under $200, and is widely
available.
' Now that Coleco has an Atari VCS-
adapter for the ColecoVision, I've
heard that Mattel's Intellivision will
soon have one as well. Could you
confirm or deny this?
Randy Langehenning
Austin, TX
Ed: You heard right, Randy! The
Intellivision VCS emulator, known as
"The System Changer", should be in
the stores by the time you read this. It
retails for approximately $75, and
allows Intellivision owners to play
Atari VCS-compatible game car-
EG AND ADULT VIDEOGAMES
I was wondering if you could tell me
what company makes adult-oriented
videogames. I noticed that your lists of
different sellers has dropped off. The
ones that are listed do not carry the
adult games.
William C. May
Hayward, CA
Ed: We at EG don't object to the
existence of adult-themed video-
games. Because a number of our
readers fall into the under-18 age
category, we feel this magazine is not
an appropriate place to cover games
featuring a strong emphasis on sex or
excessive violence. Hence, we don't
devote editorial space or seek adver¬
tising pages to adult-themed games.
To find them, just keep checking out
your local stores.
ABOUT THE AQUARIUS
I am an Intellivision owner. I saw an
advertisement for a home computer
system called the Aquarius, that's
made by Mattel. Is this the keyboard
component for Intellivision? If so,
what are the Mini Expander and the
Printer? One more question: What
would be some of the software for the
Aquarius?
Kenny Creamer
ADVANCED DUNGEONS & DRAGONS
Ed: The Aquarius is Mattel's entry
into the computer market. Although
it's not compatible with any existing
Intellivision software, many of Mat¬
tel's most popular games will be
adapted to run on the new computer.
Scheduled for release are Burgertime,
Tron Deadly Disc, and Advanced
Dungeons & Dragons, to name just a
few.
As for the peripherals — both the
Mini Expander (a memory enhancer)
and the Printer (which allows you to
save programs on paper) are compati¬
ble with the Aquarius, not the Intel-
C.E.S. NOT MEANT
FOR CONSUMERS
I have an idea that I think would not
only be a great contribution to your
magazine, but would be a very in¬
teresting piece for your readers who
never had the opportunity to visit a
Consumer Electronics Show extrava¬
ganza. How about, in addition to your
regular columns, you devote the rest
of the issue to a photo story of the
C.E.S.?
Ed Doura, Jr.
Address unknown
Ed: The Consumer Electronics
Show is an industry event which is not
open to the general public. It is mostly
concerned with the sales and market¬
ing of electronics merchandise, so
much of what goes on in there is only
of marginal interest to most readers.
We prefer to take our impressions of
the show, add exclusive information
which many manufacturers supply
only to EC, and distill the whole thing
down to a comprehensive overview of
what's coming next for gamers. The
size and shape of a software pub¬
lisher's sales booth is, after all, a lot
less interesting than details about the
new games being shown there.
GLITCH OF THE MONTH
Imagic's Dragonfire contains a se¬
cret version of the game. By turning
the game system on and off very fast
about seven or eight times, you'll find
a strange pattern on-screen; a black
screen with a row of nine diamonds on
the far left side, and the prince running
toward the top of the screen. When
you see this, hit the reset button.
A screen that looks similar to the
normal screen will appear, but once
you get inside the castle you'll find the
glitch. There will be a dragon at the
bottom of the screen as usual, but on
the left side of the screen there are
nine treasures, all the same type, lined
up in a row. This version of the game
will last until the power is turned off,
and it can even be set for different
game selections.
Chris Goggans
Address unknown
CASSETTE COMPATIBILITY
I own an Atari VCS and recently
purchased the Arcadia Supercharger. I
was just wondering if you could play
cassette games meant for an Atari
400/800 computer through the Su-
Cauy Duca
Cawker City, KS
Ed: No. In fact, the only games you
can play through your Supercharger
are —• surprise! — Supercharger-com¬
patible games.
ONE FROM THE HEART
I am so thrilled with your magazine.
When I became ill and was put in a
body cast for three months, my 70-
year-old uncle went out and bought
me one of the first Atari consoles and
about 25 cartridges.
I have the use of one arm, hand,
shoulder (left), and I cannot sit, stand
or walk, having had 20 operations on
my spine and shoulder. The games
have helped me keep from getting
depressed, going crazy, etc.
May God bless all of you. I just can't
stop reading EG! P.S., how can I find
the easiest-moving controllers?
New Orleans, LA
Ed: It sounds like you want a top-
mounted firing button like the one
found on the Pointmaster joystick.
The deluxe version has a suctioned
Ed: Not a bad bunch of helpful
hints. Keep those cards and letters
coming, folks! Q
Calculat
Ready to i
nervously, ready ■
Cannon.
: blanketing fog It's a battle against time. And Robot Tank™ from Alan tv
rain obliterates against all odds. designer of Starmaster.'
amage Control gut you must go on. Because there’s Atari" 2600“
pplinghit. no escape from Robot Tank’s re- ■ . For use
lentless pursuit. *cIM3or H ?6oo“
MfliVisioN
2049er Story
PUBLISHED HOME-VIDEOGAME YET! *
The MINER 2049er Story
IT'STIME TO DIGTHE MOST WIDELY PUBLISHED HOME-VIDEOGAME YET! *
Everything You Ever Wanted to Know
About 'Miner 2049er'
m i
THE
MIHES
WITH
Bourn
BOB
Strategy hint: Again, move
right. It is possible to cross the
top platform from left to right
and then simply drop off the
right edge onto the ledge be¬
low. Also, when everything
transporter platforms have
been cleared, take the third
floor before the second on all
versions requiring time for the
transporters to re-energize. It
takes longer to clear the third
platform, so no time will be
wasted waiting for the trans¬
porters to "power up"
LEVEL FOUR
Officially dubbed the “Lil-
lipads" level (because of all
the hopping about that's re¬
quired), playfield four is a real
test of Bounty Bob's rabbit¬
like leaping ability. In other
words, this round is sure to
keep your RCMP hopping !
After scaling the enormous
ladder on the left side of the
screen, it's off to the races as
you struggle to work out the
basis of a viable pattern. As
with most of these scenarios,
start at the left side, scale the
ladder, then begin leaping to¬
ward the flower pot. Finish off
that side of the playfield, and
jump on the mutants on the
right side. Head back down-
screen on the right side before
returning to the top to take
out the final mutants and
move down a level for the
double-jump finale!
Strategy hint: Whenever
attempting to take out the
top-level mutants, wait until
has moved to dead center and
Vault the turning mutant and
race forthe candle, grab it and
eliminate the left mutant.
Then hurry back and take out
the other nasty with a mighty
LEVEL FIVE
Dubbed "Advanced Lilli-
pads", it is essentially a more
challenging version of the
previous scenario. On this
level, Bob meets his first lethal
ni at the lower left of the
playfield.
There are at least three dis¬
tinct strategic approaches to
this phase, but the key to suc¬
cess lies in Bob's ability to
reach the top shaft and clear it
of mutants while claiming the
territory. The top level, you
see, is riddled with chutes, and
you will need some fancy
joysticking to keep from
tumbling down one of the
seven slides. The optimum
tactic involves clearing every¬
thing but the center slide entr¬
ance, then dropping straight
down, claiming not only the
top shaft but all the territory
Bob covers on the way down.
For real daredevils, there's a
floating platform way up in
leap in hopes of claiming the
game's most gorgeous bonus
object — a glittering rande-
would covet!
Strategy hint^Making^pre-
when moving up the parallel
ledges on the upper left por¬
tion of the playfield, time your
jump so that you not only take
out the ledge-lurking mutant,
but the rover at the left side of
the top shaft as well.
LEVEL SIX
This is a truly hazardous
scenario, entitled the "Radio¬
active Wastes" level. A gigan¬
tic tank of deadly waste pro¬
ducts from an old uranium
mine fills almost the entire
bottom fourth of the playfield.
Bob must tiptoe oh-so-care-
fully around the ledges and
time jumps so as not to come
face-to-fang with a prowling
duces a horrifying sizzle you'll
never forget!
Strategy hint: Have a friend
who's very, very, good at
videogames play this round
for you. Seriously, make only
the surest jumps, and keep a
tight grip on your joystick —
you don't want your RCMP
strolling over the edge of a
ledge!
network of chutes is added to
a criss-crossing playfield lay¬
out that includes four eleva¬
tor/transporters at the left
edge of the screen.
Some fascinating new
bonus objects turn up here,
including goggles, drills, flat¬
irons and even a dynamite
detonator! The roughest part
of this level is avoiding the
Watch your step, and Bob
may get his man after all!
Strategy hint: When taking
the elevator to the fourth
level, be sure not to position
Bob dead center (wherever
Bob is placed in his departing
transporter, he turns up at his
destination), as a chute will be
Computer Club 2000"
It’s like getting a computer
mu
It's very straightforward, ex¬
cept for the horizontally-slid-
ing hydraulic scaffold. In the
ix lurking must make his way back to the
Finally, there are the pul¬
verizers. After each successful
ledge-clearing, Bob slides to
the bottom of the field, faces
lift. The player can then slide
the scaffold back and forth
along its track and elevate the
accordian-like "legs" to reach
the hanging ladder, or second
level from the top.
Strategy hint: When taking
out a mutant who is closing in
hit a bonus object, jump! By
leaping into the air, Bob first
strikes the bonus object, mak- by.
ing the mutant instantly
vulnerable.
LEVEL NINE
Besting "The Pulverizers" is LEVEL TEN
actually an enjoyable, and not Are you ready for..
ige through the pulverizers,
lashing down, then move
tally-sliding track and can be
used to gain access to both the
left and right shafts.
Strategy hint: Timing must
avoid landing on a level j ust as
its roving mutant is making its
way toward your spot!
Many gamers, wh
ing on the first lev
trouble in clearing thi
CREATIVE SOFTWARE
- the # 1 * independent VIC-20 full-line software
publisher in the U.S. - is proud to announce
4 new Game Cartridges & 5 Home Applications
for the COMMODORE 64.
yjSTROEyrz.
^■CREATIVE
^|| SOFTWARE
SunrJv2^CA94086 ^
♦Based on survey of distributors and retailers.
Copyright 1983 by Creative Software. All rights reserved.
1 "COMMODORE 64"
These Home Appli¬
cation Programs
are also available
for the VIC-20.
_ wi c a _
COMMAND
CONTROL
The Authentic Arcade Trackball:
degrees to the right - y im/iruHiciii computer technology
has a meaning all its own. atSKSK
movement on the screen. Spin our phenolic ball has its own custom microprocessor built in. So
2 revolutions per second — and you'll get that it can talk to your system in a language all its own.
exact same speed on the screen. Only WICO It responds as fast as your hand reacts — and as
gives you high resolution positioning with the accurately. You’ll notice a difference the first
ultimate in speed control. That’s why only time you play.
WICO trackballs can give you higher scores on The WICO Command Control Trackball works
games like Demon Attack" Missile Command,’ with Atari, CommodoreVIC-20 and 8 other pop-
Centipede," Space Invaders" and many more. ular video game and home computer systems.
We created the WICO trackball to make the And it has a full one year limited war-
good player even better. To give you a ranty. It’s made and backed by
dnd of excitement, the arcade
WICO - the san
that makes
: company
excitement i
Go Underground with Bounty Bob!
MINER 2049er
Big Five/Atari 400-800-1200
16K cartridge
In Miner 2049er you play Bounty
Bob, the worker who must safely in¬
spect 10 levels of an underground
mine while avoiding various deadly
plasma creatures. Bounty Bob moves
along the mine floors, "inspecting",
until he runs over every section on the
screen. He may jump over holes or
By FRANK TETRO JR.
creatures, but Bob must be careful,
because he can only survive a fall the
length of one body.
Along the different stations of the
mine are scattered several objects left
by past miners. If Bounty Bob touches
one, he earns a bonus, and the plasma
creatures smile and turn green with
envy, at which time Bob may eat them
for extra time. The bonus indicator at
the top of the screen counts down
while Bob attempts to complete his
mission. Should the counter ever reach
zero, Bob's oxygen supply will termi¬
nate, and he'll melt away.
Each screen of Miner requires a
different strategy, so let's examine
them one at a time.
The first field features nothing but
girders and ladders. Bob "paints"
these girders while avoiding the plas¬
ma creatures. Once the action starts
Introducing.
and you jump onto the first girder,
notice that the only way to get the
bottom creature is to move up, snag
the bonus prize, and come back down.
This is tempting, but it takes too much
bonus time, and isn't worth the effort.
Once you get up midway, simply
touch a prize and eliminate the crea¬
tures immediately before you finish
The second level adds a new twist—
chutes, which slide you off a level onto
the next often against your will. The
toughest part of this station is to paint
over the chutes without accidentally
falling down them. To do this, simply
paint one block from one side, jump
the chute and paint the other from the
other side. Remember to eliminate the
creatures first, because you may
accidentally jump up and hit one.
The third level features transporters
which "beam" Bounty Bob to another
section of the mine. Once they are
used, they need five seconds to
recharge before they will function
again. At this station, it is tempting to
jump from the edge onto the trans¬
porter shafts. Although this jump
looks easy, it is impossible, because it
measures a little more than one body-
length. Don't be afraid to use the
transporters.
Once the arcader hits level four, it's
the big time. This station of the mine is
filled with little girders arranged in a
stair-like fashion,
I find it best to head up the right side
of the screen and then back down on
the left. On this field, it is important to
hit the bonus prize and immediately go
for the closest creature. The only real
way to master this screen is to master
the jumping technique. The only other
trick is getting to the little platform
which is located at center screen, right
under the long top girder. Save it for
last, and then jump from the platform
which is to the left of it. This jump
appears to be too long; however, if
Bounty jumps at the last second, he'll
make it easily.
The fifth screen is similar to the
fourth, in that there is a plethora of
platforms. However, this screen also
features the slides from screen two
plus a new device — sliding platforms
which Bob may ride to get from place
to place. Jumping on these moving
platforms requires timing and a lot of
practice. If Bob misses the platform, he
plummets to his death. It's best to
head up the left side, then go across
the top, watching those slides and
creatures, and finally, down the right
side by falling from platform to plat-
The sixth screen also features plat¬
forms which must be jumped, as well
as a moving girder similar to the one
on screen five. The new twist is that
the platforms are placed so far apart
that if Bob doesn't jump at the last
possible second (i.e., one foot on, one
off), he drops into the bucket of
radioactive waste situated at the bot¬
tom of the screen. This station is also
set up in such a way that Bob must
save the lower right corner for last.
This is because once you make the
jump to these three bottom girders to
paint them, there is no way back up.
So remember, claim them last! The
other trouble spot in this screen is the
group of girders located all the way in
the upper left-hand corner of the
screen — and beyond the range of
Bob's jumping capability. There is only
one way to get to these; Bob must
jump onto the moving platform which
slowly traverses the entire screen, ride
it across and jump off onto these
girders. Once the girders are painted,
he must wait for the platform's return
and time the jump exactly to the
moving platform.
The seventh screen of Miner2049er
is considered one of the toughest
boards of all. This one has all the
features of the previous stations.
It is very difficult to master. The best
strategy is to analyze all your know¬
ledge of how these different objects
function, and use ittoyouradvantage.
On this playfield, you will probably
slide down the chutes a lot more than
you like. This is normal, and you can
overcome it with practice. Just re¬
member to paint half the slide from the
left, jump over it, and paint the other
half from the right. The other trick for
this station is how to rid Bob of the
organism located at top center screen
because there are no treasures nearby
All that is in sight are the letters "BF”
(the initials stand for "Big Five") lo¬
cated over the organism's head. These
letters, however, are Bob's key to
victory. When Bob gets over the
organism by riding a platform, jump
straight up and hit the "BF”. This earns
Bob plenty of bonus points, and turns
the monster green just as Bob lands on
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the girder, probably right on top of
him. Once on this girder, the only way
off is to jump back on the moving
platform when it comes by again.
The eighth screen is not all that
tough, but it is definitely one of the
cutest scenarios in the game. This level
is mainly girders, ladders and slides
(which Bob should have mastered by
now), but there is another device
which Bob must use to complete the
field. This is a white scaffold-like de¬
vice which Bob activates by jumping
onto it and pushing the space bar on
the computer. The joystick then con¬
trols the scaffold until the space bar is
pushed again. The problem with this
level is that Bob must go to each
platform separately by using the scaf¬
fold.
This poses a problem if the scaffold
is located next to a girder and Bob
accidentally falls down a slide to the
platform below. At this point, Bob is
stranded because the scaffold is up at
the next platform and, unfortunately,
slides go only one way: down.
Station nine is very tricky — and
sometimes monotonous — for Bob to
complete. The screen is filled with
short platforms, one on top of the
other, located at both the left and right
portions of the screen. The right set
is connected by ladders and is easily
painted. The left set's not connected
and must be gotten one at a time. This
is done by falling onto a platform
located just below each of the right
side girders. Once Bob lands on one of
these platforms, it shoots across the
screen toward the left platform on the
same level. Bob must jump to the left
just as the platform is about to strike its
target or the concussion knocks our
mounty off the perch, after which he
slides down the huge vertical chute all
the way to the bottom.
That's not all, however. To walk
across the bottom back at the left to
try again, Bob must maneuver under
five synchronized pulverizers! This
process is time-consuming, because
Bob must paint one girder, fall down
the slide, walk back to the right side,
climb up to the next platform, ride it
across, paint that level, fall, and so on,
until all platforms are covered. The
trickiest part of level nine is mastering
the jump, which must be done right
before the impact of the moving girder
with the left-most platform occurs.
Before Bob starts riding platforms,
he should first go to the bottom near
the pulverizers, where an alien organ¬
ism is patrolling. Bob should then hit
the bonus prize located next to the
right entrance to the pulverizers, sneak
under the pulverizers and kill this
organism before starting the moving
platform maneuvers. There is also
another organism roving the bottom
of the huge vertical slide. He isn't that
dangerous, though, because once you
paint a left girder and slide down the
slide, Bob is usually still powered due
to hitting the bonus prize while on the
moving platform.
The final challenge is probably the
most fun, but not necessarily the most
difficult. This scenario features a can¬
non which the player must maneuver
under a girder in order to shoot Bob up
to a level where he must paint, fall
down a slide, avoid organisms, reload
the cannon, and start again on another
level. There are six platforms, three on
each side of the screen, for Bob to
paint, each patrolled by mutants
which cannot be killed because there
are no bonus prizes!
Bounty Bob must go to the store¬
house and get enough explosives to
blow him to the desired ramp. It takes
100 tons of explosives per level to
activate the cannon. If Bob takes more
than 300 it blows him right off the
screen! The best strategy for this play-
field is to master the use of the cannon
in avoiding organisms. If Bob touches
an organism on his way up, or while
sliding back down, it spells death.
Learn to fire Bob skyward when all
the organisms are on the other side.
This gives him time to land safely.
Once there, Bob can jump the organ¬
ism if necessary to complete the plat¬
form. Then, when sliding down, make
sure the slide is clear of mutants to
assure a safe fall. Paint the six plat¬
forms first, then go back to the ware¬
house and finish it off by hitting the
rest of the TNT. If Bob hits these before
completing the platforms, he will have
too much TNT, and the cannon will
send him to the moon!!!
Miner 2049er is a varied game
which requires many skills and lots of
practice. Learn the different objects
and what they do so Bounty Bob can
use them to his advantage. With a little
patience and plenty of practice, you'll
have Bob flying through the mine with
ease so he can get his inspection done
and see his "darling Clementine". G
Introducing
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The crunch will drive you ape!
If you like playing Donkey Kong, taste. So invite your favorite gorill
you’re gonna love the crunch of to breakfast today and cru nch
new Donkey Kong Cereal! into new Donkey Kong
It’s barrels of fun with a sweet corn Cereal!
^VISION
ifci
THE SUMMER GAME GOES
BtEGH
A Season of Video
and Computer Basebal Games
f or true diamond devotees, baseball
is a year-'round sport. Though the
excitement of the current season's
pennant races may dim the memories
of fans, the national pastime doesn't
quite vanish in a cloud of dust im¬
mediately following the final game of
the World Series.
It just goes a bit underground. Win¬
ter is the time of year for that vener¬
able tradition of baseball, the so-called
Hot Stove League. While the previous
year's ballfield heroes make the
celebrity banquet circuit, and the guys
who booted one in the bottom "
fishing resorts, baseball
busily churns out tons or stories ae-
signed to fan the flames of fan-interest
during the cold weather.
Because of the way business is
transacted by the electronic gaming
industry, the Hot Stove League period
generally brings more electronic base¬
ball news than the April-October
athletes perform. That's when the
manufacturers of videogame
and computer software un¬
veil most of their new titles,
including the baseball programs.
In truth, the winters of 1980-1981
and 1981-1982 provided little in the
way of good news for baseball-loving
arcaders. Each of the major home
programmable systems at that time—
Atari 2600, Mattel Intellivision, Odys¬
sey Odyssey 2 and Astrocade Astro-
cade—already had a baseball cartridge
in its library. Ironically, the very popu¬
larity of baseball games has kept the
quality of such cartridges from improv-
ing as rapidly as, say, invasion or
maze games over the same period.
Each software supplier put out a base¬
ball title almost as soon as the system
itself made its debut, so these pro¬
grams didn't benefit much from the
improvement in programming tech¬
niques which help keep electronic
gaming so exciting.
Everything changed dramatically
last winter. Leading software manu¬
facturers, including Atari, Coleco,
Mattel and Odyssey, announced the
pending introduction of new baseball
cartridges. Simultaneously, things also
heated up in the computer arena, with
new programs already in the stores or
poised to appear within the next few
months.
So, it's really a whole new ball game
when it comes to electronic baseball
hit an outside curve is no more relevant
to the course of the game than Tom
Lasorda or Billy Martin's ability to take
effect whatsoever. Stat games are
targetted at home arcaders who think
they can outdo the actual American
and National League managers.
THE VIDEOGAMES
Mattel's Major League Baseball has
dominated electronic hardball the way
the New York Yankees once lorded it
over the rest of the Junior Circuit.
Already enshrined in the Electronic
Gaming Hall of Fame, Major League
Baseball has remained one of the 20
most popular videogames since its
publication in 1980 as one of the first
Intellivision cartridges.
The manager in the field uses the
direction disc to pitch. Pressing the
segment which corresponds to 12:00
fires a fastball, while holding down
6:00 causes the hurler to toss a lazy
change-up. Pushing the appropriate
portion of the direction disc can also
generate inside and outside curves.
The action buttons govern the bat¬
ter's swing. One stud makes him bring
the bat around all the way, and the
other prompts the man at the plate to
drop a bunt. Since all batted balls are
treated as grounders, the manager on
defense must use the keypad to con¬
trol the fielders and get the ball to first
base in time to retire the hitter. A
fielder is activated by pressing the
portion of the keypad correspond¬
ing to his fielding position, and then
using the direction disc to move the
man around the field.
Major League Baseball has one of
running game found in any baseball
cartridge. The direction disc governs
indicate his special status). Pushing the
right edge of the metallic circle causes
extra base on a good hit. You can even
flash the "steal" sign, but the other
team's catch may cut down your man
with a good peg to the waiting fielder.
Apart from a few minor rough spots,
Major League Baseball contains few
defects. The only limitation of any
significance is that the cartridge re¬
quires two human managers, since the
program itself can't manage one of the
Major League All Star Baseball
eliminates this drawback by allowing
for solitaire play. No longer must an
avid baseball gamer hunt up a patsy in
order to play the Intellivision rendition
of the national pastime. The cartridge,
expected during the second half of
1983, promises to include other refine¬
ments, which should only go to make
this revamped program even greater.
Another new Mattel baseball car¬
tridge, this one designed for use with
its Entertainment Computer System, is
World Series Baseball. Rather than
providing a straight overhead
visualization of the action, this pro¬
gram shows the field as a camera in the
pressbox would catch it. The display
can pan across the entire diamond,
and it's even possible to keep an eye
on a base runner with a split screen
arrangement.
World Series Baseball is noteworthy
for another reason; it's the first statisti¬
cal replay game designed for any
videogame system. You can program
in batting and pitching records of
actual past and present players, and
then find out how Steve Carlton would
do against the 1927 Yankees' "Mur¬
derers Row" of sluggers.
Atari's baseball story is more like one
of those old Charles Atlas ads than the
athletic exploits of such as Frank Mer-
riwell, who starred in innumerable
Introducing the only way to play
a thumb-*™ imbing number of video games
with just one cartridge.
Join GameLine. For just $59.95* plus a $15 one¬
time membership fee, you get: the Master Module;
GameLiner Magazine free every month for a year
(a $24 value); the GameLine Master File of game
instructions; full-color poster. And more.
Be the first to play the best.
Become part of the first complete
nationwide video game network of its
kind with video game competitions,
prizes and more. Much more!
lereveryou
Through
your telephone!
For about 100 a play or
With at least six new games planned each
month. The latest and the greatest, plus previews
of tomorrow’s hottest hits that aren’t
available yet. Play them
you want. Try them at home so
you'll know what to look for ir
the store.
It’s easy. Just insert the
GameLine'" Master Module”
(it costs about the same as
two game cartridges) into
your Atari® 2600 VCS™ Sears
Video Arcade” Coleco Vision"
(with Expansion Module #1), Coleco
Gemini™ Intellivision® (with System
Changer) or Columbia Flome Arcade, and hook
it up to any telephone. After registering on our toll-free
number, use your joystick to pick and play your favorite
games, enter contests. And more. Your games will be
automatically charged to your (or your family’s) major
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SUBSCRIBE TO
COMPUTER BASEBALL
Computer Baseball, from Strategic
Simulations for the Apple II, is a statis¬
tical replay baseball program that still
rates as tire class of the league. As it
comes from the manufacturer, Com¬
puter Baseball features the rosters of
the teams that participated in the 13
greatest match-ups in World Series
history. Update disks covering the
1980 and 1981 baseball seasons are
available from SSI. For $60, CB Enter¬
prises (58A St. Lo Road, Fort Lee, VA,
23801) will sell you a five-disk set
containing 305 computer baseball
teams. These disks contain every pen¬
nant and division winner from 1900 to
1979 as well as such interesting clubs
as the 1962 Mets and the 1941 Red
Sox.
Each manager creates a line-up
from the team's full roster as shown on
the screen. As the skipper, you'll have
to take account of things such as: how
tired your proposed starting pitcher
might be (based on how recently he
last toiled), running speed and fielding
Computer Baseball is probably most
enjoyable when played head-to-head
with two human managers, but the
program's robot field general,
"Casey", will only outrage your
strategic sensibilities from time to
time. Even though manual dexterity
isn't a factor, don't worry about hav¬
ing enough to do. On both offense
and defense, there's plenty to do. For
instance, this is the only stat replay
baseball game, electronic or non-elec-
tronic, that requires a relief pitcher to
warm up before entering the game.
This adds a highly realistic feel to
handling the pitching, since the man¬
ager can't just shuttle hurlers in and
out of the game with no advance
thought or planning.
Computer Baseball is only available
for the Apple II currently. Hopefully,
SSI will heed the pleas of Atari and
Commodore 64 owners and produce
editions of this 1982 Arcade Award
winner for those systems as well.
Avalon Hill's Major League Base¬
ball, previously available only for the
TRS-80 has been yanked from the
market. That's the bad news. The
good news is that this statistical replay
program, enhanced with better
graphics and other attractive features,
will soon be revised and re-published
for several of the popular systems.
Avalon Hill has lots of sports game
know-how, so this should be an im¬
portant event on the baseball gaming
calendar.
And speaking of baseball game
know-how, APBA (the firm that prac¬
tically invented stat replay games) is
now mulling the possibility of invading
the computer field with an electronic
version of its hugely successful table-
top non-electronic baseball simula¬
tion. No concrete details yet, but you
can expect the Lancaster, PA game-
maker to pull out all the stops if this
project gets the green light.
Atari computer owners haven't
been forgotten, either. Gamestar,
which has already given us Baja Bug¬
gies and Starbowl Football intends to
produce a baseball title in the near
future. It is expected to be a 16K
program, so those who own standard-
issue Atari 400 machines won't be left
out in the cold. According to Game-
star's president, Scott Orr, the as-yet-
untitled game will be an arcade-style
action presentation. If it's going to be
as good as the publisher's first pair of
entries, it ought to be a prize rookie
later in 1983.
So the next time your favorite teams
are rained out of a Sunday double-
header, don't despair. There's authen¬
tic baseball action as close as the
nearest home arcade machine.
•••SPORTS FANS!***
Soon lovers of electronic sports
games will have a column of their own
in EG. Watch for the debut of "The
Electronic Pressbox” later this year.
Your coach will be reknowned com-
puterist Leigh Goldstein. G
Now Available.
THE ENCYCLOPEDIA YOU'VE
EN WAITING FOR!
We've sot them all!
Comprehensive
descriptions and ratinss,
and valuable playins
stratesy, for
close to 500 sames!
All the major game
manufacturers. . .all the
major videogame
and computer
systems. From Asteroids
to Zaxxon. . .from Atari
to the Vic-20.
This one-of-a-kind
catalog tells you
exactly what’s available
for your favorite hobby.
Up to the minute.. .and,
of course, up to the
high standards of
ELECTRONIC GAMES
Magazine. . .it’s a
must-have reference
guide for all
avid arcaders and
passionate players.
The ELECTRONIC GAMES 1983 SOFTWARE ENCYCLOPEDIA
gives you
All the home videogames
HLL the home computer games
in one handsome, convenient publication designed
for easy reference
1983 Software Encyclopedia
ELECTRONIC GAMES Magazine
460 West 34th Street
New York, New York 10001
YES! Send me the
ELECTRONIC GAMES
1983 SOFTWARE
ENCYCLOPEDIA!
Cost: $3.95 plus $1.00
for postage and handling.
City-
State .
_Number of copies ordered
_Payment enclosed ($3.95 plus $1.00 for postage and handl
lling each).
ildushroom Hunting with Centipede!
Publication of this cartridge means
there's now a home version of Cen¬
tipede for all three Atari hardware
systems — 2600, 5200 and 400-800-
1200 computers. Obviously, the 2600
edition's graphics can’t hold a candle
to the visual delights of the two home
cartridges, much less the lushly color¬
ful coin-op that started the whole
thing a couple of years ago. What
makes this Centipede so great,
though, is the way the anonymous
designer has captured the essence of
the game's play mechanic. It looks
enough like previous versions of Cen¬
tipede to satisfy most home arcaders,
and the play-action is true-blue to the
original design.
The magic wand at the bottom of
CENTIPEDE
the playfield is the only power strong
enough to destroy the centipedes,
spiders, fleas and scorpions that are
invading the elves' mushroom garden.
The player starts with a supply of three
such wands, available one at a time as
the previous one is destroyed by con¬
tact with one of the invading nasties.
Unlike most invasion games, Cen¬
tipede grants the player the ability to
move the wand about one-third of the
way up the field as well as from side to
side. The cartridge is fun with the
joystick, but might well be even better
with Atari's new tracball controller.
A centipede composed of nine body
segments enters the field at the top
from the top of the screen after the
playfield becomes too cleared of
mushrooms, creating new ones as it
falls. The scorpion makes its debut
after the arcader dispatches three
Centipede screens. It runs across the
field, poisoning all the mushrooms. If
it's hit before it completes a whole
row, however, the spell of the poison is
broken and it ceases to have effect.
What do you get when you take
most of the cute out of a cute game? If
the game in question is Centipede, the
answer is that you get a rip-snorting
action shoot that belongs in every
2600 owner's software collection.
POLARIS
Tigeivision/Atari 2600
Okay, let's see some hands on this
one: How many of you remember the
Taito coin-op Polaris? A classic arcade
action contest that dates back some
five years, it still turns up in small
arcades and candy stores around the
country today. Now, at long last,
Tigervision has produced a first-rate
home version of this coin-op staple.
Polaris inspired virtually all of the
early home videogame cartridges
based on air-sea combat. The initial
scenario takes the gamer, as Captain
and progresses down the screen to¬
ward the player's position. If the player
hits a body segment with a blast from
the wand, it turns into a mushroom
and the section immediately behind it
transforms into a new head. The insect
disappears briefly when every seg¬
ment is destroyed, but then starts a
new journey down the playfield. The
centipedes attack in waves, each
featuring more head and fewer body
segments than the one which pre¬
ceded it.
Eliminating a mushroom — which
takes three hits — scores fewer points
than leaving it on-screen until the
end of the round when the program
counts up the bonus points. Every
mushroom still on the field at that
point is worth five points, versus one
point each for those which the player
has uprooted.
So why shoot a mushroom? The
reason is simple; it's the mushrooms
that determine the path the centipede
takes. The insect moves along hori¬
zontally until it runs into a mushroom,
then drops down one row. If you can
get the mushrooms arranged just right
on the screen, it will guide the cen¬
tipede into positions in which it is
vulnerable to your wand fire.
The spider is essentially a nuisance.
It hops across the screen devouring
mushrooms and menacing the wand.
The closer the arachnid is to the wand
when you blast it, the more points it is
worth. The flea drops straight down
of the atomic submarine "Polaris", on
a jaunt into heavily-patrolled enemy
seas. Hostile submarines prowl be¬
neath the waves while high-altitude
bombers drop depth charges from
The Polaris, of course, is hardly
defenseless. Vertically launched mis¬
siles can take down a plane, while
horizontally-fired torpedoes are more
than adequate for dealing with hostile
subs. It's even possible to draw a
bomber’s attention, then dart beneath
an enemy submarine, letting your foes
destroy one another.
The second rack poses a similar
challenge, but adds an additional
wrinkle. The planes execute dive
bombing runs, arcing downward in
deadly loop-de-loops until they are
practically kissing the surface of the
The third screen offers the most
challenging mission. The playfield
shifts to an overview. Players must
now navigate the Polaris through a
labyrinth of undersea caves bristling
with drifting subsea mines.
Tactically, Polaris is the sort of
open-ended contest that allows for an
encyclopedia of strategies. Some play¬
ers like to lurk near the surface during
the first two racks, in hopes of getting
a better shot at the overhead bombers,
while others hang low in the water in
hopes of the enemy taking out its own
submarines.
True, the game play is a trifle dated,
but the graphics are fine, the sound
effects excellent, and as a straight-out
arcade combat blast-'em-up, Polaris
merits near classic status.
SPACE FURY
Coleco/ColecoVision
When Sega's Space Fury first burst
on the arcade scene, it created a flurry
of excitement as one of the first talking
videogames. With two bits sitting
comfortably in its belly, a cydopian
space villain shimmered into view, a
nasty smirk on his oversized head.
"Ah," he intoned with obvious relish,
"a creature for my amusement!"
The alien from Space Fury quickly
became a favorite among arcaders,
who especially enjoyed his closing
commentary on their technique. De¬
pending upon the player's score, the
alien rated you as anything from a
poor to an outstanding opponent.
The game itself, however, was
largely a technological marvel. It intro¬
duced color vector graphics as well as
speech. The action, unfortunately, was
a rather tired Asteroids take-off with
bonus docking sequences added be¬
tween waves for variety.
ColecoVision's home version makes
for an interesting disappointment. The
graphics are superb, even more spec¬
tacular in raster than the original's
vector graphics (demonstrating rather
pointedly why there are so few new
vector coin-ops). The chatty space
gladiator, however, is either captioned
with moving lips or I'm going deaf. The
ColecoVision does provide excellent
musical accompaniment, but the un¬
spoken challenge carries none of the
bravado that made the original such a
The left trigger activates the ship's
thrust while the one on the right fires
the laser cannon(s). Initially, a front-
mounted cannon fires single bursts,
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their waiting arms.
Once docked, each of
cannons possess some
form of technological magic. One fires
tri-directionally, another launches
double-barreled blasts and the third
uses a criss-cross pattern. The final
docking is permanent, so save your
favorite cannons for last.
Unfortunately, this bonus element
gives Space Fury problems. For one
thing, it actually takes work to avoid
capturing these cannons. Since the
gamer need only fly straight up, left i
right, the challenge i:
hardly a demanding
process. More sig¬
nificantly, this ele¬
ment makes Space
a true freak
vorites in Megamania, the sad saga of
a space pilot's post-pizza nightmares.
Now we have Plaque Attack, a sort of
Missile Command with sugar instead
of smart bombs.
Is this man obsessed with food?
Well, you’d never know it to look at
him. A thin, handsome young man,
Cartwright seems a most unlikely
apostle of videogame gluttony, but he
has put more food on TV screens in the
past six months than Julia Child.
Plaque Attack features a playfield
that looks like an open mouth with sets
of upper and lower teeth occupying
the top and bottom of the screen. The
player must protect these choppers
from the assault waves of sucrose,
fructose and other assorted plaque-
builders. Armed with a trusty tube of
toothpaste, the gamer maneuvers an
omni-directional tooth cleanser to
shoot down the battalions of burgers,
MM MM
1
¥
¥
¥
¥
french fries, cherries, candy canes and
company attacking your toofies.
Each time a bit of food makes con¬
tact with a tooth, it slightly yellows the
enamel coating, indicating a danger¬
ous plaque build-up. After a few pass¬
es, the teeth start to fall like leaves in
October. The player can earn bonus
teeth by getting a high score, but once
that last molar bites the dust, this game
Gamers who have never
the opportunity to see
Steve Cartwright in person
must imagine him as a
veritable Haystacks Cal-
ZERO HOUR APPROACHING!
SKILLED REBEL PILOT NEEDED
TO BATTLE DEATH STAR.
FROM EMPIRE'S TIE INTERCEPTORS.
ALSO NOTE...BE ON ALERT FOR TRACK¬
ING DEATH RAY
TIME RUNNING OUT. ALL REBEL
PILOTS REPORT IMMEDIATELY FOR
RETURN OF THE JEDI DEATH STAR
I BATTLE THE THRILLING HOME VIDEO
J GAME FROM PARKER BROTHERS.
For the Atari 2600 “ and soon available for lntellivision. fe
MB4RKER BROTHERS
Plaque Attack, while strictly a
"cute" game, could be described more
aptly as "adorable”. The graphics are
crystal clear, bravura renditions of junk
food on the march, attacking in groups
of three while the gamer whirls the
toothpaste around the playfield. As
each wave is completed, the tube rolls
up and is reborn with a full supply of
white paste.
There's one problem with Plaque
Attack — it isn't much fun to play.
Sure, the first few rounds will have
gamers rolling on the floor. But once
the graphic novelty wears off, there
are none of the compulsive play
mechanics found in, say, Megamania.
The extraordinary graphics seem to be
the whole point, rather than an en¬
hancement. The toothpaste is also
rather awkward to manipulate. It
does, however, play much more
cleanly with a tracball controller than a
Plaque Attack is very much like a
pop song with an irresistible "hook"
that knocks out the listener the first
five times around, but sounds tired by
the sixth. Still, you'll never see a better
bag of french fries on the 2600!
FLASH GORDON
Fox Video Carnes/Atari 2600
Whenever there’s a crying need for
help in the world of tomorrow, folks
can count on that knight of the
spacelanes, Flash Gordon, to arrive in
the nick of time to lend a hand. The
first home arcade game to be based on
that famous hero from comic books,
newspaper strips, movies, television
and radio, finds Flash facing a serious
situation, indeed.
The problem in this one-player,
two-display contest is that many
spacemen enter the maze-like streets
of Spider City, but none ever return!
The gamer employs the joystick to
move Flash Gordon through the
streets of the alien metropolis on a
mission to rescue any survivors while
destroying enemy warriors.
Flash Gordon is the first 2600-
compatible cartridge that truly inte¬
grates the action taking place on two
different displays that are visible on the
screen simultaneously. The upper half
of the screen shows a close-up of Flash
Gordon's rocket ship and the area
immediately surrounding it. The lower
portion represents an overhead view
of the streets of Spider City.
The city display indicates the current
position of the rocket ship as well as
the locations of disrupters and hatch¬
ing pods. The disrupters, shown on the
map as crosses, must be watched very
carefully. If Gordon's craft blunders
into one, it is necessary to avoid a lot of
space debris that starts flying around
the screen. Shooting a disrupter's
generator will aid the player in escap¬
ing by temporarily freezing the dis-
The close-up view near the top is
particularly useful for carrying out the
mission's tactical moves. After moving
through the city using the map, the
player should concentrate on the up¬
per playfield when it comes time to
pick up a surviving spaceman — or
pick a fight with an alien patrol vessel.
Apart from saving the spacemen,
Flash's main goal is to eliminate the
warriors of Spider City. This is a some¬
what complicated procedure. First, the
player must guide the ship so that it
touches a hatching pod. This activates
the pod, causing it to release a batch of
warriors. You must shoot as many of
these as possible, before they can
escape off one of the edges of the
display. Shooting at least five warriors
from a single hatching powers your
shield for a brief period of time. A
simple graphic change in the appear¬
ance of Gordon's rocket indicates that
the shield is functioning. When the
shield is on, you can run into any
enemy to destroy it. A couple of beeps
warn when the shield power is nearly
used up.
David Lubar's graphics are service¬
able, but it is hard to work much
personality or atmosphere into on¬
screen characters in games that must
be produced within the 2600’s
graphics and memory limitations.
Nonetheless, the entertaining play-ac¬
tion, with the constant need to switch
attention back and forth between two
different displays, more than makes up
for any drabness in the visuals.
SHARP SHOT
Mattel/lntellivision
Since its introduction, the In-
teilivision has been criticized by many
gamers as being an overly sophis¬
ticated system. Particularly, younger
players have been frustrated by com¬
plicated instructions and keypad input.
Sharp Shot is a laudable attempt on
Mattel's part to produce a quartet of
stripped-down versions of more so¬
phisticated game concepts.
Football turns the gridiron sport into
a pass-and-catch contest. The space
game is the tactical sequence from
Space Battle; a combat competition
pits subs against battleships and a
maze-chase has gamers firing arrows
at slow moving targets within a laby¬
rinth. Puree' of videogame, anyone?
Sharp Shot has its heart in the right
place, but makes the occasional mis¬
take of confusing simplicity with sim¬
ple-mindedness. Still, this should serve
as an interesting primer in the manip¬
ulation of controller/keypads. G
—HOME—
flRCflDING
H igh Tech, Inc. is as good as its
name when it comes to providing
coin-op entertainment to patrons of its
Muncie, IN arcade. In fact, people who
think home arcading and the commer¬
cial amusement centers are light-years
apart will get a jolt from visiting this
video wonderland, where four Apple II
machines vacuum up the loose change
just like more conventional pay-for-
play machines.
High Tech's novel approach to elec¬
tronic gaming is called the "Micro Coin
System". It utilizes four Apple II termi¬
nals equipped with coin boxes to sell
computer time, which can be used for
playing games or a host of somewhat
more serious applications.
After inserting an arcade token, the
customer gets a menu, listing the
available choices. The system is so
user-friendly that even those who've
never monkeyed around with a com¬
puter can connect with the super
selection of Apple II software resident
in the system.
High Tech chose a bus-type com¬
munications system for Micro Coin.
STEPS
OUT
Muncie
Arcade Installs
Apples
for Gaming
By RICK TEVERBAUGH
Utilizing one computer as the control¬
ler for the whole system allows each
computer station to access the hard
disk library directly, yet everything
takes place under the strict supervision
of the network controller. It polls each
computer station for current status
and any system requirements the user
might require. Communication be¬
tween the network controller and each
computer station is handled by the
master control program and firm-ware
in each computer station's access con¬
trol card.
The system hardware consists of an
Amdek Color 113-in.monitor; an Apple
II Plus, 48K, 3.3 DOS microcomputer;
Apple II floppy disk drive; Corvus
Constellation network; Corvus multi¬
plexer and mirror restore devices; cus¬
tom computer console and carrel;
Epson MX-80F/T dot matrix printer;
network control software; network
access control card and Panasonic
video cassette recorder.
The Micro Coin computer station
consists of a carrel containing two
consoles with a partition separating
the users. Designers took human fac¬
tors into account with respect to
keyboard and joystick height, as well
as paddle and monitor positioning to
make the gamer's experience as
pleasant as possible.
The programs offered on the system
mm:
MGM/Ukl AMI rr
WAGES uAuLiL
Can Anyone
Win the Ultimate
Videogame?
A s anyone who has ever watched
an episode of "Twilight Zone"
knows, the distinction between reality
and fantasy is sometimes shadowy.
When Orson Welles and the Mercury
Theater produced the "War of the
Worlds" radio-play in 1938, its
documentary style convinced many
listeners that aliens from Mars were
actually invading Earth.
“WarGames", a major new feature
from MGM/UA, concerns just such a
gray area. In brief, sophisticated
videogames and computer games are
coming to resemble simulations de¬
veloped for the United States military
establishment to test theories of war¬
fare and, perhaps, even fight a real
conflict in the unfortunate event that
The hero of the movie is a teenage
computer hacker. That is, a person
whose hobby is tinkering around with
the universe of bits and bytes. "War-
Games" asks the provocative ques¬
tion: “What would happen if a dyed-
in-the-wool electronic gamer
accidently tapped into this nation's
most secret communications system?"
In real life, the U.S. government
currently owns what may well be the
greatest videogame on Earth. The sys¬
tem endlessly fights and re-fights
chilling fact. All computer systems
have one thing in common: by law,
they are linked to the Ma Bell Inter¬
computer Communications System.
So the lines on which we call grandma
are exactly the same ones that convey
state secrets. This makes the fictional
aspect of the story — a hacker starting
World War III — all the more plausible
and frightening.
To give the film a further sense of
reality, Parkes and Lasker set them¬
selves a decidedly difficult task. They
attempted to infiltrate one of the
country's most important military cen¬
ters — the North American Air De¬
fense Command, hidden somewhere
inside the solid granite walls of
Cheyenne Mountain, CO. At first,
things went smoothly enough. The
men saw films of the vast NORAD
Complex. Yet, when they asked to see
the installation first hand, the air
Assuming roles that seemed like
characters right out of their script,
Parkes and Lasker became undercover
detectives and set out to work on their
mission: getting a tour of NORAD.
They learned from a friend at the
complex's L.A. headquarters that cer¬
tain Los Angeles civic leaders were
scheduled for a V.I.P. tour of the
With a little resourcefulness, and
quite a lot of luck thrown in, they both
managed to "piggy-back" their way
into the blue-ribbon tour.
Once the government discovered
this Hollywood infiltration, the two
found themselves sharing drinks at the
Officer's Bar with NORAD Command-
er-in-Chief, General Hartlinger. They
learned that some of the key points in
their screenplay were not only true,
but more frightening than even they
had imagined. NORAD and other de¬
fense units were under extremely
tremendous pressure from the De¬
fense Department to remove human
control over their billion-dollar com¬
puters. There was a shockingly high
number of missile commanders
already gone. He told them of an
ongoing series of eliminations, for
reasons ranging from psychological
disturbances to drug abuse, from alco-
originally told that set designers would
be allowed to recreate key rooms and
offices. When this proved impossible,
everything had to be fashioned from
the memories of Parkes and Lasker.
During the film's early stages, one
studio which had shown keen interest
dropped out unexpectedly. After
MGM/UA had brought "WarGames"
back into production, it soon became
apparent that neither executive pro¬
ducer Leonard Goldberg nor his team
were pleased with the work of director
Martin Brest. Trying to buy time to
keep his writers at work on the con¬
tinually evolving screenplay, Goldberg
hired director John Badham, whose
previous credits included the recently
completed "Blue Thunder", the Frank
Langella version of "Dracula", and
"Saturday Night Fever".
"WarGames" stars young Matthew
Broderick (son of actor James
Broderick), Dabney Coleman and John
Wood, and is being produced by
Harold Schneider. Nationwide release
For Goldberg, Parkes, and Lasker,
it’s not just the possible commercial
tie-ins with the computer and vid¬
eogame revolution that got "War
Games" off the ground. They felt from
the start that they were onto some¬
thing the public should be told. ©
What Has
lour TV Set Done For
You Lately?
lisr.;:
scenario contest,
there isn’t enough of a visual distinc- along corr
Epyx/Atari 400-800-1200/16K cartridge tion between generations of flowers to Jumpman,
' Alien Carden seems destined avoid confusion, especially during the The strongest title yet from
to just fade away after causing barely ;
ripple. In spite of the designers' ob¬
vious good intentions, the game is a bit
muddled, especially when it comes to
scoring, and the graphics and play I
mechanics are likely to leave you cold.
Alien Carden is set in the glade of
ed with row upon row of crystallized I
"flowers”. The gamer controls the
movements of the Cosmic Critter, a
cutesy-pie cross between a humming¬
bird and a honeybee.
The Critter moves back and forth
across a vertically-scrolling playfield,
eating, stinging, or bumping into flow¬
ers with a number of different results.
The flower may grow even larger; it
could change into a new "generation"
of flower; or it could explode, blowing
off the part of your. Cosmic Critter that
touched it in such an offensive man¬
ner. The trick is to figure out what part-
of the critter should be used to touch
each flower. The eventual goal is to
create as many different generations
of flowers as possible, then go around
the garden eating them for extra
This program has several particu- !
larly annoying facets. The most S /
aggravating is that the gamer , if.
cannot control the Vertical
movement of the on-screen
persona, in spite of the fact that
the playfield is in a constant
state of vertical scrolling. In fact,
each time you "change" a flower
by touching, biting, or stinging it,
the Cosmic Critter's direction of
movement is automatically reversed.
Secondly, the graphics could be
much more interesting. The multitude
of excellent cartridge games on the
market right now proves that home
computerists don't have to give up
graphics-quality or playability for con¬
venience. But the "flowers" in this gar¬
den look more like snowflakes, and
play sessions. ware company at a crossroads, Jump-
(Tracie Forman) man's most remarkable feature is that
it doesn't resemble Miner in any way.
Everything, from the scenario shifts to
Epyx/Atari 400-800-1200/32K disk the play-mechanics, is original. And
No sooner are gamers adjusting to while this may not be quite as success-
the wonderment of Miner 2049er ful a package as the classic by Hogue,
with its 10 different scenarios, when Jumpman is unquestionably one of the
Harvesting
Game Fun
From
An
Alien
Garden!
five most interesting computer games
released this year.
The gamer takes the role of Jupiter
Jumpman, running, jumping and leap¬
ing through the 30 sectors of Jupiter
Headquarters in search of bombs pre¬
viously planted there by the nefarious
Alienators. Throughout the chase, the
Alienators periodically fire bullets or
throw other dangers his way. So, be
watchful! Plan ahead — and beware
=
he
I the menace of crumbling girders!
The levels are presented in vertical¬
ly-scrolling fashion. The first scenario,
dubbed ‘‘Easy Does It", is merely to
show how the game is played. Except
for the occasional Alienator gunshot,
there are no booby traps or menaces of
great moment lurking on this level.
Complete the gathering of the bombs,
I however, and the action freezes while
the entire playfield scrolls upward. This
next rack features enemy robots who
patrol the corridors. These mechanoids
I must be skirted and the bombs de-
I fused without falling off a girder.
As play continues, there are drop¬
ping bombs, rolling blocks, heat-seek¬
ing vampire bats and a bevy of other
surprises. Jumpman can leap, climb
ladders and even scamper up or down
certain ropes strung from girders. The
action is non-stop, with an incredible
30 levels to continually pose new chal¬
lenges and new horizons. Even top
players rarely get into the twenties, so
what awaits at the end of the final level
fis‘ something you must work out for
yourself!
The graphics on this one-to-four-
player contest are spectacular.
'A/hen Jumpman takes a prat¬
fall, he really takes a doozy!
The poor leaper bounces off
every girder in his path on
the way down, and ends
__, • up on his butt, stars encircling
his dazed dome. (Interestingly,
if while tumbling, Jumpman
makes contact with a bomb, he’ll
defuse it! Wotta guy!)
There are four game settings. On
the ‘‘Beginner" circuit there are eight
yjr \ relatively easy levels; the "Interme-
W diate" offers 10 medium difficulty
levels (nine through 18); “Advanced"
is good for 12 hard levels. Finally, the
"Grand Loop" allows the gamer to
(Will Richardson)
RENAISSANCE
UMI/VIC-20/cartridge
Whatever you call it, Renaissance
(in this case reversi), or any of the
other names game manufacturers
have coined, this classic strategy game
has appeal for both the novice and the
master. Based on the simple premise of
capturing pieces colored black on one
side and white on the other by flipping
them on a 64-square board, the con¬
test can be as simple or as complicated
as the player's skills allow.
The Renaissance cartridge by UMI
uses the capabilities of the VIC-20 to
produce a version with all the frills a
player could desire. It's possible to
have a two-player contest or to face
the machine at any of eight settings.
That's only the beginning of the op¬
tions. Get a yen to change sides, take
back one or many moves, or ask the
computer for a suggestion, and you
can do so. More experienced players
will especially like the ability to save a
game or a position on tape.
There are lots of small extras as well,
like the personalization of entering
your name, a variety of ways to restart
a game, the choice of keyboard or
joystick control, and a tone that
announces the refusal of an illegal
move. This cartridge is a winner for
both the beginner and, especially, the
veteran player who wants a talented
opponent and the chance to hone his
or her skills.
(Charlene Komar)
and Microsurgeon put the gamer in a
one-on-one position with an indi¬
vidual patient, Epidemic puts the
gamer in control of the world's pop¬
ulation.
Meteoroids, all infected with a
deadly alien virus, are pelting the
Earth. From an isolated position in
Antartica, you must launch missiles to
knock down the meteoroids while at
the same time using the remedies at
your disposal to fight the virus after it
strikes the ground.
As with most of SSI's entries, even
the RapidFire series, Epidemic is hard¬
ly an arcade shoot-em-up.
During the first phase of a turn, the
gamer must size up the path of the
oncoming meteoroids, decide where
they are likely to come down and then
launch a rocket or pass that phase. The
second phase gives the gamer a
chance to look at one of the 14 world
regions in detail and administer one of
the 12 remedies. If an area is really past
the cure stage, a secret password can
enable the gamer to destroy that area
with a nuclear device to prevent the
spread of the disease to other areas.
There are four skill levels. At each
successive level the virus spreads a
little more quickly, there are more
meteoroids to deal with, and the gam¬
er's options with each turn increase.
The first few times you play, it will
seem that everything is going crazy,
and there is no possible salvation. Such
is not the case. To be successful in this
outing, the gamer must determine for
each area that gets infected how fast
the spread will be: mild, serious, critical
or pneumonic.
Then the gamer administers the
cure that will do the most good within
the needed time frame. It only takes
one game to find some genuine solace
not only won't the disease ever reach
pneumonic level, but the area can't be
contaminated by meteoroid contact
and the virus won't spread to adjoin¬
ing areas.
One goal is to surround the more
seriously infected areas by areas in the
stasis level to contain the spread. A
complete game lasts 15-30 turns, de-
5221 Central Avenue, Richmond, CA 94804 • (415) 527-7712
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FROM SYNAPSE ELITE, ONLY S34.95
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SEND CHECK. MONEY ORDER
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CAVERNS OF FREITAG
Muse Software/Apple I1/48K disk
The evil dragon Freitag has held the
Enchanted Islands in the grip of fear for
three generations, and it is up to the
player to guide a Thechu warrior
through the monster infested corridors
of the macro-maze to a face-to-
dragon breath confrontation with the
Old Worm himself. The arcader’s on¬
screen hero has a shield, sword and
bow. The latter allows fire at more dis¬
tant targets as long as the adventure
has found or bought enough arrows.
David Shapiro has designed what is
Wolfenstein, a game which Caverns
of Freitag slightly resembles. Three
screens, each of which is reachable
with a single push of the appropriate
numeric key, greatly enrich the
gaming experience. The main
display shows an overhead view,
in full color, of a small portion
of the overall maze. Each
monster's
Star League Baseball.
It Makes Dreams Come True
On The Atari 400/800/1200XL
And Commodore 64.
If you’ve ever dreamed of becoming a major
leaguer, your dream has just come true. Introduc-
ing STAR LEAGUE™ BASEBALL by
GAMESTAR. For the Atari® Home Computers
and Commodore 64.™
STAR LEAGUE™ BASEBALL brings home all
the realistic action and strategy of our national
pastime. For starters, it offers the most lifelike
animation ever seen in a sports game, from the
wind-up and delivery of the pitcher to the arc (and
shadow) of a fly ball!
STAR LEAGUE™ BASEBALL lets you choose
your starting team and pitcher. You can even bring
in a “knuckleball” throwing reliever when your
starter “tires!"
And, of course, STAR LEAGUE™ BASEBALL
lets you play solitaire against a hard-hitting com¬
puter team or a human opponent. All to the excit¬
ing sounds of real baseball, from the crack of the
bat to the cheer of the crowd!
Ask for STAR LEAGUE™ BASEBALL by
GAMESTAR at your nearest Atari® or Com¬
modore dealer today and make your major
league dream come true. Or write: GAMESTAR
INC., 1302 State Street, Santa Barbara, CA 93101
(805) 963-3487 for our free catalog and Tips for
Stars #2 (for STARBOWL™ FOOTBALL owners).
WE BRING SPORTS ALIVE.
DEEP TO FIND
A MORE
EXCITING GAME
THAN
MINER 2049ER."
planetary boundaries, whatsoever.
The Spiders themselves are, in many
ways, the least dangerous foes, al¬
though certainly not to be ignored.
As they drop toward the planet, they
Should they reach the surface, they
become invulnerable. The webs can be
e the arachnids are in
:e they hit the cr
dirt below, tl
>s become sc
but most players will undoubtedly
prefer a joystick. Bonus flies are
awarded at 10,000 points, and point
values increase as the waves progress.
All in all, Peter Fokos has produced
an exciting game, but one definitely
designed for the veteran shoot-'em-
up player. The novice will undoubtedly
feel like his joystick is stuck to fly
(Charlene Komar)
by DATASOFT
I JfcrDatasoft* brings you
POOYAN, the popular
mm, arcade game from
WKonami, for home com-
"■'puters. Enjoy all the fun,
fast action, colorful, high-res- ___
olution graphics and arcade- POOYAM’is a super chal-
style play without all the lenge that will keep any expe-
quarters. rienced gamer glued to the
Quick reflexes and fast screen. And Datasoft*will be
thinking will protect your help- making it available for Apple",
less piglets in the forest valley Atari ’400/800/1200, Radio
from a pack of vicious, hungry Shack Color, Commodore 64
wolves who travel up and and VIC 20 computer
down the valley clinging to systems,
balloons and throwing objects
Shoot your
i chunks
Pafaiyrftlnc.
Here's a Real Game Doctor, Mark Blank!
By ARNIE KATZ
le kind
ita on punch card
put together a few little games for his
„ , ownamusement.butdidnotbecomea
)in-ops and stand-alone de- dyed-in-the-wool computerist, for the
es we all love so dearly. Many of the simple reason that he didn't own his
Mark's next significant brush with
biggest names started
fields of endeavor, only
making a handsome living out of what the computer field
started as a hobbyist’s interest in elec- freshman year at M.l.T. in 1972. He
tronic gaming. - x
b h^d B | '
terest slowly growing greater and
greater. ‘‘Things were really different
then," he points out. "My teacher
showed me a three-foot-square cube
near the machine one day, and I was
really impressed that it could hold 8K
of memory. These days, our games
contain many times that amount of
information."
Although he also took a course in
took a computer course, again involv- artificial intelligence as a junior, what
rk Blank, the 28-year-old force ing the IBM 1130, and foundl
ALOCKED DOOR. ADEAD MAN
And 12 Hours to solve the murder.
LINE
Blank on the rc
traveled so far, was
landing a research
project involving
computers at M.I.T..
One project led to
the next and, even
after Mark went on
:o Albert Einstein in
1977, he continued
to do consulting
work for M.I.T..
The eyentthat had
the greatest impact
on his career, Blank
believes, was the in¬
troduction of the ori¬
ginal Adventure by
Crowther and Wood
for the PH 10 sys¬
tem. “We used to
spend all our time
playing the game,"
Blank says. "Dave
Lebling, Tim Ander-
J I felt really
Wanna Be A Videogame Insider?
AFtCADE EXPRESS
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1 111 ©
COMPUTER GAMES
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Playing electronic
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r Nearly 5 million programmable
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the end of the year.
ELECTRONIC GAMES, the
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fast as the high-tech hobby it covers.
Our premier issue was a newsstand
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WE'RE FIGHTING FOR VOUR LIFE
Here's What's Buzzing at the Arcade!
By TRACIE FORMAN
the shields go down, the ship becomes
especially vulnerable to damage. To fix
the mess, or to refuel, dock with any
square starbase in the area. A cheerful,
Scottish-accented voice informs you
when the damage is repaired.
Klingons aren't the only dangers
with which a fledgling starship captain
must contend. The Anti-matter saucer
robs the Enterprise of precious warp
drive if it touches the ship.
Survive the early attack waves and
face Nomad, the mad superdroid, and
its defensive minefield. This is where
FHE ULTIMATE CAT-AND-MOUSE GAME!
There’s a mouse in the house... and more than one
crafty cat hot on his trail. Open the right doors and help
Mappy flee the felines before the fur flies!
MIDWAY
We feed
the
American
mind.
Take
a bite.
Your body needs nourish¬
ment about three times a
day. Your mind has an in¬
satiable appetite. It's the
world’s most intricate com¬
puter. It feels, senses, hears,
absorbs. From the printed
word, for example. Meaning¬
ful ideas, concepts, thoughts.
Ytu’ll find magazines and
paperback books at 155,000
stores all across this land. We
think they're the kind of
nourishment you need. More
and more.
Bite into some
good reading today.
the challenge of Star Trek really lies.
Star Trek is sure to be a top-grosser
in the arcades this year. If you can
squeeze through the crowd around
the machine, you may never want to
BEEZER
Not too many gamers ever stop
wondering about what happens when
a videogame outlives its usefulness
among the money-munchers in the
local arcade. Contrary to popular be¬
lief, there is no videogame graveyard,
where old machines go to die with
dignity, and they don't just fade away,
either. To be honest, except for an
in some corner (for nostalgia), many
arcade owners either sell the older
games outright or pack them away in
some musty back room, never to be
heard from again.
Recently, a new type of game that
promises to draw a lot of interest,
especially from arcade owners, has
appeared on the scene. Called "con¬
version games", these prepackaged
kits can be installed in older coin-op
machines within a matter of hours,
recycling old titles into brand-new
ones for a lot less money than it costs
to buy a whole machine hot off the
assembly line. The conversion kits
make use of each unit's existing hard¬
ware, but they look and play so dif¬
ferently that it can be impossible to
recall the "original" program that
once filled the cabinet.
Beezer, by Midway, is among the
first of the conversion games to show
up in arcades across the country. If you
should happen to drop in a quarter or
two, you might find it hard to believe
that Beezer used to be a Calaxian
machine. In fact, the game plays so
differently that it could certainly stand
entirely on its own as a new title.
The originality of Beezer's play-
mechanic makes it an absolute honey
of a game for those who are looking
for a little variety. The player controls
the actions of Beezer, a renegade bee
whose aim in life is to trap every drone
in the beehive inside of a six-sided
honeycomb cell.
The interior of the hive is composed
of revolving, three-sided walls that
look like a pie chart sectioned into
thirds, without the surrounding circle.
Each wall rotates on an axis. To turn it,
the gamer pushes his or her bee
against it by using the tracball control¬
ler. The drones aren't too bright, and
will not actively pursue Beezer, but
their touch is fatal to the renegade.
Still, avoiding the drones is a lot easier
than trapping them!
Once caught, the drones flit back
and forth within their prisons, unable
to push their way to freedom. There,
they'll remain until Beezer loses a
game life — or until the Queen Bee
The Queen is aptly named, because
she's a royal pain. Not only does she
break the trapped drones out of their
cells, but she also leaves behind her
calling card: an egg that hatches into
another Queen unless you eat it quick¬
ly-
Of course, eating the egg is not
totally without its advantages. The
excess regal energy with which it
imbues Beezer causes the insect to
flash with new-found power and
allows him to capture any untrapped
drones in the hive. Capturing or trap¬
ping every drone on-screen earns a
bonus and moves the gamer up to the
next level, where there are more
drones — and Queens.
The most difficult thing about this
game is that it takes a while to get the
hang of the revolving walls. It's almost
impossible for afirst-time player not to
If Beezer is any indication of the
quality of conversion games, they
should be highly successful additions
to the arcade circuit. Who knows? If
the conversion games really catch on,
the arcade of the future might be
primarily composed of plug-in games,
similar to the programmable home
videogames of today.
monsters are still there, too, wearing
quaint little hats. When Pac-Man eats
a piece of bonus fruit, his pursuers
will sometimes disappear completely,
reappearing a few seconds later in a
totally different part of the maze. Only
three of the monsters can disappear at
any given time, with one to stay put,
chosen at random by the machine.
Even the old reliable power pill is
randomized. Gobbling one still causes
Inky, Blinky, and Co. to turn blue and
retreat, but one monster could remain
unaffected, though all flee at first.
A number of other surprises are in
store for the stouthearted Pac-Man-
iac, including disappearing screens in
which only Pac-Man, the monsters,
and the power pills are visible.
Anyone who loved the play me¬
chanic of the original Pac-Man, but
who got bored with repetitious pat¬
terns, should be delighted with Bally's
newest gobbler games. ©
SUPER PAC-MAN,
PAC-MAN PLUS
Bally
The two latest additions to the
Pac-Man family, Super Pac-Man and
Pac-Man Plus, are guaranteed to give
gobbler fans everywhere a brand-new
run for their money.
Super Pac-Man is a variation on the
classic maze-chase, endowing the
round yellow hero with an ability to
develop super-size and super-speed in
the never-ending quest to eat every
object on the playfield. Instead of the
usual dots, the muncher is called upon
to eat everything from pretzels to
brightly-colored sneakers, although
he displays no sign of indigestion.
The familiar power pills are still there
for the taking, in addition to several
other items of interest. The keys have
to be gobbled to unlock random gates,
and eating the star is worth a variable
But the best thing on the menu is
Step Up and Ask EC's Answer Man
By THE GAME DOCTOR
H ello, gamers! Great to see you out
there, stacked twelve-deep inside
my lovely, hyper-air conditioned wait¬
ing room! You've read all the old
magazines, I see. Good, good, you
know a well-stocked waiting room will
bring back patients faster than any¬
thing.
Plenty of new ColecoVision owners,
eh? Lots of questions this month, and
most of them, as usual, are excellent.
Just for a change of pace, let's save the
T-shirt winning "Q" for a while and
just take the customers as they come..
Q: / would like to know if Atari is
suing Coleco over production of its
VCS emulator/expansion module, or
have the two companies come to an
understanding? Also, does the word
“Atari" mean anything? I have heard
from a small bird that it sure does.
(M. Kevin Tomkies,
address unknown)
A: Although Atari did, indeed, take
Coleco to court, the two titans of
videogaming have since come to an
amicable agreement. Under the terms
of this understanding, Coleco has in¬
troduced a 2600 work-alike, dubbed
the "Gemini", in addition to the Col¬
ecoVision expansion module in ques¬
tion, under a royalty arrangement with
Atari.
As for the meaning of the word
"atari", that’s an old one, Kevin. Nolan
Bushnell took the company's name
from the ancient oriental game Go, in
which the word “atari" is the equiva¬
lent of "check" in chess. But have you
heard about Nolan's new videogame
company, Sente? Its name derives
from the word in Go, used when the
player under "check" or "atari", re¬
verses the position and places his
adversary in "checkmate". Heh, heh.
While we're chattering about the
origins of company monickers, did we
mention recently that "Coleco" is a
shortened version of the "Connecticut
Leather Company"? If anybody asks
you where you heard it, tell 'em a big
bird told you.
Q: After Taito's recent court battles
with Edgar Rice Burroughs' estate
(over the use of a Tarzan-like charac¬
ter in Jungle King), will Nintendo's
Popeye and Sega's Buck Rogers be
pulled off the streets because they
interfere with existing copyrights?
(Bill Harroun, Aledo, IL)
A: The difference between Jungle
King and the other titles you men¬
tioned is considerable. Unlike Sherlock
Holmes, Dracula and any number of
other literary creations whose rights
have since lapsed into eminent domain
(definition: anyone can use them in
any context, free of charge), Tarzan is
still very much a licensed property.
Even Burroughs is dead, but his estate
is still around to hold fast to all rights
concerning that character.
While it’s true that Jungle King
doesn't mention "Tarzan" in so many
words, the "Jungle King" title and
appearance of the on-screen pro¬
tagonist gave the Burroughs estate
considerable legal leverage. Rather
than go up against those litigious
sharpshooters, Taito bowed nicely and
transformed their Lord Greystoke-
done into a white hunter.
Both Popeye and Buck Rogers are
fully licensed from the companies
which exclusively possess the rights
June. How can this be, since Tempest
uses a vector-graphics monitor?
(Frank Vawter, Riverside, CA)
A: Boy, you guys are cartoonin'
fools! First, Bill Harroun lays a Pac-tune
on the old cartridge croaker, and now
Frank presents me with a very good
sketch of Garfield, my favorite feline,
enjoying a game of "Lasagna Flunt".
Nothin' like a little chuckle to keep the
day in perspective!
Oh, yes, your question. Okay,
Frank, first of all, rememberthat Aster¬
oids was also a vector contest, and
Atari translated that one for the 2600
pretty darned well! In fact, on a recent
visit to several of the top coin-op
companies, the prevailing feeling was,
"Anything vector can do, raster can do
even better!" Scientists have made
such strides in digitized raster graphics
and play-object movement that it is
now feasible to produce raster ver¬
sions of vector coin-ops.
For a look at what's happening in
the world of vector graphics, take a
look at this month's "Players Guide"
under the section "Whatever hap¬
pened to Vector Graphics?”
On page 111 in your January, 1983
issue, there is an advertisement of an
emulator for the VIC-20 that will
allow it to play Atari 2600 cartridges.
Does it really work? How does it work
with two-player games?
(Brett Spivey, Bedford, TX)
A: The device you're referring to,
Brett, is from Protecto. According to
EG's Commodore maven, Tom Ben-
ford, the product does just what it
Q: In a recent EG you mentioned an
upcoming game for ColecoVision ti¬
tled Victory. Is that the Exidy coin-op
that just came out? Also, is Coleco
coming out with new joysticks soon?
(Brian McIntosh, Syosset, NY)
A: It is, indeed, a home version of the
Exidy coin-op. You’ll also be happy to
know that a new set of ColecoVision
joysticks should be available by the
time you read this. If that's not the
My oi ,
distribution. Up here in the Fox Val¬
ley, we currently have access to eight
ColecoVision cartridges, discounting
Donkey Kong and Turbo. My nephew
recently moved to California and has
informed me that the stores out there
carry at least 20 ColecoVision pro¬
grams! How long will it take us to
catch up? Thanks much.
(Rod Quaintanie
Combined Locks, Wl)
A: First answer: I don't believe so.
ledge, lift only one specimen at a time.
Second answer: Judging by the
postmark on your letter, your nephew
may be exaggerating somewhat the
number of ColecoVision titles available
in sunny California. Since Turbo, even
the Doc has seen only Mouse Trap,
Donkey Kong Junior, Space Panic and
Space Fury, with new titles such as
Rocky Battles the Champ and Tarzan,
almost ready for release. So don't
I guess that about wraps things up
this time out. Remember, may the
palm of your hand never grow too
sweaty to move a tracball! Aloha. 0
Computer Ambush: Hit the Beach!
By NEIL SHAPIRO
the turn will simulate — it's off to the
First thing a commander must do is
give the men their orders. This involves
writing a short battle-program for
each man which governs him for the
turn. Although it seems complicated at
first, the orders use easy-to-remember
abbreviations that simply describe the
actions, which are much the same as
real soldiers would be taking.
Let’s say that you want Sarge
Padooka to run in a zig-zag manner for
a distance of six feet. He should fall
down behind a convenient hedge, and
quickly prepare his rifle to fire and scan
the street in front of him. If he sees a
German that he has a good chance of
hitting, he should fire. Otherwise, he
should hold his fire. The program for
this set of actions would be: MI12R
MRIOF PRFA5099. Not too hard.
Padooka's program would tell him
to first Move Irregular in direction "I"
for two squares at a Run (MI12R).
Then he would move in a Regular
manner, facing in direction "1", for 0
squares to Fall prone (MRIOF). Then
he would Prepare his Rifle (PR). Finally
he would prepare to Fire on the Area
he is facing and shoot any target which
he has a 50% or greater chance of
blasting for the next 9.9 seconds
(FA5099).
In this manner, the armchair general
programs all of the soldiers in the
army. They can run, dodge, crawl, look
around, fall prone, stand up, sneak,
wait, prepare rifles, automatic rifles
and machine guns, ready their knives,
bayonets or even garrottes, prepare
grenades or throw them and, if the
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3 of ATARI Type and original
Instrument, Atari, Apple and Com¬
modore computers, depending on
which is best-suited to specific activ¬
ity. Instructors at Computer Camp
Inc., as is typical at such institutions, all
hold advanced degrees in computer
science. Most have camping experi¬
ence, too. There's one staff member to
every five campers — and as one
former camper testifies, "Gee, if we
learned this much in 12 days in school,
we'd all be geniuses."
Computer Curriculum: LOGO, BASIC
(three Levels), Pascal, Assembler,
Robotics, Electronics, Graphics, Artifi¬
cial Intelligence, floppy discs, and
operating systems (only one printer on
the facilities).
Recreational Program: indoor games,
day hikes, river-rafting and horseback
riding (check for location), movies,
arts and crafts, drama, barbecues, and
tournaments.
Locations: Starting mid-July, Comput¬
er Camp locations can be found in
Santa Barbara and Lake Tahoe. New
Hampshire's Lake Winnipesaukie and
Sequoia National Park offer four and
Learning to Write
Computer Programs
May Soon Rival
Playing Baseball
As a Popular
Form of Activity
At Summer Camps
five series of two-week sessions for
$895. Santa Barbara's special features
include the observatory, skateboard¬
ing, and competition swimming and
diving. At Tahoe, you can also go
boating, mountaineering, fishing and
even snorkeling. Lake Winnipesaukie,
where “On Golden Pond" was filmed,
offers boating, and marine biology as
Computer Camp Inc. has just
opened a new camp in Hawaii. A
two-week session there costs $1200.
The Computer Camp location staf¬
fers are most excited about currently
beingsituated in England, at St. Bede's
Eastborne School. For a whopping
$2400, campers will get three weeks
of computer instruction and recrea¬
tional activities such as archery and
British Isles, including tours of The
Tower of London and Westminster
Abbey.
Call or write to Computer Camp Inc.
at: 1235 Coast Village Road, Suite G,
Santa Barbara, CA 93108; telephone
(805) 965-7777.
CHAMPLAIN COLLEGE
Located in the mountains of Bur¬
lington, VT, Champlain College's
Computer Camp philosophy is "rec¬
reation and education go hand-in-
hand — cultural activities are stressed
as well as new age technology." Here,
education can mean anything from
joke-telling contests to soccer,
Shakespeare, baseball and BASIC.
There's classroom computer instruc¬
tion and lab time, in which each camp¬
er has a Commodore computer disk
drive and printer on which to work. At
night, there are outdoor activities, free
lab time and seminars on such topics
as data basing and word processing.
Computer Curriculum: Three levels of
BASIC, Pascal, Fortran and Assem¬
bler, plus field trips to IBM, GE and
Recreational Program: Sailing, fishing,
hiking, soccer, basketball, racquetball,
tennis, campfire roasts and more.
Locations: Champlain College, Burl¬
ington, VT. Two-week sessions cost
$750, four weeks $1450 and six
weeks, $2150. Check for June and July
Be
careful.
All the
MAXARON HOME ENTER'
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A RUGGED, FAST A
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I THE POINTMASTl
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JOYSTICK IS COMP A
For people who take their games seriously..
Excitement Times Four for the Vectrex
A ll across the nation, gamers are
fighting the same domestic bat¬
tle, the unending struggle for control
of the family television set. Getting
some time with the tube for a session
of home arcading frequently means
heading off baby brother's plans to
view reruns of "Little Rascals" or
"The Flintstones".
Stand-alone games are made to
order for this situation. If the televi¬
sion set is temporarily committed to
"Monday Night Football", you can
still get a pretty good game out of one
of the ultra-sophisticated hand-held
By JOYCE WORLEY
or table-top units now on the mar¬
ket. And the current king of the stand¬
alone games is Vectrex, a stand¬
alone cartridge-based system that fea¬
tures a 9-in. diagonal vector graphics
monitor.
Vectrex, which comes with Mine
Storm as the resident game, carries a
suggested retail price of about $200.
Cartridges for the machine, also
manufactured by the General Con¬
sumer Electronics division of Milton
Bradley, cost approximately $30
A shortage of titles barely dampen¬
ed gamers' enthusiasm for Vectrex
when GCE introduced it shortly be¬
fore last Christmas. The company's
designers are hard at work expanding
the software library, which may in¬
clude more than 20 different contests
by the fourth quarter of this year. All
make use of the brilliant line graphics
possible with a vector graphics system
such as found in Atari's Asteroids
Deluxe coin-op. The Vectrex moni¬
tor produces only black and white
images, but each game comes with a
special multi-color overlay to add
color and excitement to the visual
presentation.
In this month's installment of
"Stand-Alone Scene", I'll depart from
the usual format to cover four of the
cartridges currently available for this
exciting stand-alone programmable
BEDLAM
GCE/Vectrex/$30
Bedlam turns Tempest inside out to
produce a shoot-'em-up with offbeat
appeal. The gamer controls a ship
which must blast aliens as they ad¬
vance on its central position from the
edges of the playfield. For example,
the first screen is shaped like a star.
Aliens appear at five various points
and rush toward the middle of the
figure where the arcader's craft is
ARMOR ATTACK
GCE/Vectrex/$30
You're caught behind enemy lines
in an occupied city. The player maneu¬
vers a jeep through streets and alleys,
watching for enemy tanks that patrol
the area. The best strategy is to hide
behind buildings and wait for a chance
to attack from the shadows. There's
no place to hide from the helicopter
that prowls the sky, so shooting it
down is high priority.
The overlay for Armor Attack pro¬
vides a woodsy backdrop for the
brightly-lit city buildings. The joystick
rotates the jeep, and two buttons
allow the player to move the jeep
slightly to the left or right for perfect
alignment with the target.
The jeep first appears in the middle
of the bombed-out city; then an
enemy tank rolls in from the outskirts
of town. It's kill or be killed in this
conflict. Fire toward the tank. The first
hit dismantles it, but it takes a second
one to destroy the target. When you
finish one tank, two more appear to
take up the battle. As if that wasn't
enough of a problem, the enemy
helicopter flies random missions over
the city, armed and ready to fight.
Your missiles are effective against the
whirly bird, but each time you destroy
one chopper, another appears to
menace the jeep.
Players start each game with five
jeeps and get an additional vehicle
when they destroy five copters.
The secret to doing well at this game
is careful aim. Don’t fire wildly. This
accomplishes little or nothing. Instead,
concentrate on hitting each individual
target. The helicopter is the prime
objective. Each birdie is worth 1,000
points, and also increases the value of
any tanks destroyed after blasting the
chopper.
Anyone who enjoyed the Cinema-
tronics coin-op should love the Vec-
trex version of Armor Attack. The
graphics actually border on clever.
(The helicopter is a real masterpiece of
cute design!) There are three game-
play options. The most advanced con¬
test doesn't draw the buildings on¬
screen, but forces you to drive the jeep
through a blind maze. All versions can
be played either solitaire or by two
gamers as allies against a common foe.
Armor Attack has charms to soothe
the savage beasts of "cute game” fans
while giving the action buffs all they
can handle. Even beginners will be
able to enjoy the first skill level, but the
more advanced screens are sure to
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give even the I
BERZERK
CCE/Vectex/$30
You're trapped in a world you never
made, a spaghetti maze of corridors
and rooms filled with robots. And
when you clear one room of metal
monsters in this fine version of the
Williams coin-op, there's always
another chamber packed with hostile
guards waiting on the other side of the
That's not the only problem, either.
Stay in any one room too long, and
your digital warrior will come face to
face with Evil Otto. The soulless smiler
appears at the edge of the playfield
and makes directly for the on-screen
hero. It destroys everything it touches,
so the only possible strategy is to head
for the hills when Evil Otto is on the
hunt. Even the walls of the maze are
dangerous. Their electrical sting is fa¬
tal on touch.
The situation isn't totally hopeless
for the player's on-screen representa-
gun, or simply flee from a tight situa¬
tion by running through an exit. Of
course, this just puts your hero in a
cross-fire in one piece can require
some fancy stepping.
The arcader begins each game with
a supply of three humanoids, earning
a reinforcement every 5,000 points.
Every destroyed robot is worth 50
points, plus a bonus of 10 points per
foe if the player clears a whole room.
Straight shooting is the best way to
win any game, but a little strategy can
help make up for any defects in aim.
The robots are programmed to follow
you, so sometimes you can lead the
stupid creatures into each other or the
wails, thus destroying them without
you and Evil Otto, Otto will crush it for
Berzerk is a great game, no matter
which system you play it on. The
Vectrex edition is one of the best.
new room with a fresh stock of oppo¬
nents. Anything is better than a certain
death, though.
The room guards have no weapons
in the first room, so it's easy to knock
them off quickly once the player learns
to steer safely around the lethal walls
without touching them. The automa¬
tons are armed — and faster—in later
stages of the contest, and escaping a
STAR TREK — THE CAME
CCE/Vectrex/$30
As Captain Kirk, you command the
starship Enterprise. The mission is to
travel through space, seeking the
Klingons and Romulans that inhabit
this part of the universe. The goal is to
get the Klingon mother ship. Destroy
enemy spacecraft on each of the nine
levels, until the Enterprise finally
WISDOM is.
giving
to the
March
of
Dimes |
Birth defects
are forever.
Unless you help.
reaches the massive mother ship.
A unique "black hole" provides a
short-cut to the enemy mother ship. It
appears on-screen as a small flashing
box. If the Enterprise flies through this
hole, it comes out on the ninth level to
face the dreaded Klingon killer ship.
Gamers can choose where the black
hole appears. Usually, it's on level one,
and passing through skips over all the
intermediate battles the ship would
have had to fight on the way to reach
the ninth level. If you choose instead to
progress sector by sector, just ignore
the black hole. Battle the enemies on
each level, dodging their torpedoes, or
using the protective shield to avoid
destruction. Some gamers may prefer
to take a halfway course, putting the
black hole transporter in, for example,
section three. That way, you can have
all the hot action on the first two levels,
and still arrive fresh on the ninth to
face the Klingon dreadnaught.
When the starcruiser gets to level
nine, either by fighting or taking the
shortcut through the black hole, the
Klingon mother ship immediately
starts firing salvos of torpedoes.
Keep an eye on the gauges at the
bottom of the screen. The line on the
left indicates remaining laser power,
while the one on the right monitors
shield strength. When the gauges get
low, the Enterprise must refuel; there's
a space station in each sector. Line up
the gunsight with the door of the
space station, then press the power
link to refill the tanks.
Star Trek — The Game is outstand¬
ing, filled with high-skill action and
striking visuals. The spaceships are
drawn in bright linework against a
pretty blue sky. The viewing window
of the Enterprise is a golden square of
light in the darkness of space. Q
Sensational, a real thriller...
Iti lames Bond all the way"
"The action was so involving, it made me
feel just like the master spy himself."
-Daily Platter
"Karate kicks , jumps , lasers and more..."
"A truly unique hoirte video game. Captures Bond at his best."
"Knife throwers ,
gunmen and the
James Bond theme
to boot..."
"It's Bond eveiy step
of the way. Right clown
to the musical theme.
The thrills are
non-stop."
-The Rolling Pebble
"The longer
the game went
on, the more
furious the
chase
became..."
"When Bond
leaped from train
to frain, my heart
skipped a beat."
-Boston.•OrB*'
-Morley Unsafer
"You'll try to
capture the
T Fabergegems
while bounding
across the speeding
Octopussy Circus
Train ..."
'The Bond
home video
game is a
priceless gem."
-Vincent Can'tbe
WR4RKER BROTHERS
Our goal is to preserve classic video game magazines so that
they are not lost Permanently.
People interested in helping out in any capacity.
Please visit us at www.retromags.com
tom these scans, nor do we offer anything
from the Publishers themselves.
>s anyone selling releases from
)t support them and dd let us know.